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Maerok
2007-05-08, 08:11 PM
Thorn of Obad-Hai
http://www.goodman-games.com/images/PG4f.jpg

"The plants? Don't worry. They can take care of themselves, with a little help. In the end, Obad-Hai provides..."

Those in the divine service of Obad-Hai are not always druids but sometimes clerics. Clerics, as well as the typical druids, who take a deep interest in the ways of nature are often given the chance to become a Thorn of Obad-Hai, an elite spellcaster who acquires some druidic-like abilities. Eventually, this study will lead to a full understanding of nature and the ways of the Shalm; at this point, the Thorn fully acquires its namesake traits.

When among the trees and fields, Thorns are a sight to behold for the sheer beauty they wield in their power. It is that same power that makes them as much a terror in combat.

Adaptation: A DM can adjust this prestige class to allow for druids to participate as well.

HD: d8

Prerequisites:
Skills: Know(nature) 8 ranks, Profession(gardener) 8 ranks
Spells: Able to cast plant growth as a divine spell
Languages: Sylvan
Special: Access to the Plant domain or Wildshape class ability, and must worship Obad-Hai

Skills: The Thorn’s class skills (and the key ability for each skill) are Concentration (http://www.d20srd.org/srd/skills/concentration.htm) (Con), Craft (http://www.d20srd.org/srd/skills/craft.htm) (Int), Diplomacy (http://www.d20srd.org/srd/skills/diplomacy.htm) (Cha), Handle Animal (http://www.d20srd.org/srd/skills/handleAnimal.htm) (Cha), Heal (http://www.d20srd.org/srd/skills/heal.htm) (Wis), Knowledge (http://www.d20srd.org/srd/skills/knowledge.htm) (nature) (Int), Listen (http://www.d20srd.org/srd/skills/listen.htm) (Wis), Profession (http://www.d20srd.org/srd/skills/profession.htm) (Wis), Ride (http://www.d20srd.org/srd/skills/ride.htm) (Dex), Spellcraft (http://www.d20srd.org/srd/skills/spellcraft.htm) (Int), Spot (http://www.d20srd.org/srd/skills/spot.htm) (Wis), Survival (http://www.d20srd.org/srd/skills/survival.htm) (Wis), and Swim (http://www.d20srd.org/srd/skills/swim.htm) (Str).

Skill: 2 + Int modifier

Saves: Fortitude: Good, Reflex: Poor, Will: Good

BAB: 3/4

Class Overview:
1: Continued Plant Domain/Wildshape, Thorn Coat (1d2), Tame the Wild
2: Natural Attunement
3: Thorn Coat (1d4), Nature's Venom(1/day)
4: Seed of Power +1, Animal Companion
5: Thorn Coat (1d6), Improved Critical (Quarterstaff)
6: Nature's Venom(2/day)
7: Thorn Coat (1d8), Seed of Power +2
8: Shroud of the Shalm
9: Thorn Coat (2d6), Nature's Venom(3/day)
10: Seed of Power +3, One with Nature

Class Features:
Weapon and Armor Proficiencies: The Thorn becomes proficient with the quarterstaff.

Spellcasting (Full): Each level, the Thorn advances in their last qualifying spellcasting class for the purpose of new spells, spell slots, and caster level.

Continued Plant Domain/Wildshape: Thorn levels stack for the purpose of the Plant domain's power, or Thorn levels stack for the purpose of determining wildshaping (pick one at level one).

Thorn Coat (Su): By using a turning attempt as an immediate action, the Thorn grows spined protrusions all across their body for 1 minute. These deal the listed damage to any creature that attacks the Thorn from an adjacent position, each round the creature grapples the Thorn, or uses a physical maneuver such as trip, bullrush, or disarm.

Tame the Wild (Ex): Once a minute, the Thorn may unleash a vine-like appendage from their palm to perform a single attack action as if they were wielding a spiked chain (for damage, critical, and range).

Natural Attunement (Su): The Thorn may speak with plants at will. The caster level is equal to the class level. The Thorn also gains the Endurance feat as a bonus.

Nature's Venom (Ex): The Thorn releases a cloud of toxic spores on any enemy within 5 feet. The victims must succeed on a Fortitude save (DC equal to 10 + class level + Charisma modifier) or suffer from 1d3+1 points of Constitution damage. On non-living creatures, they must succeed on a Reflex save or the spores will take root as a fungus and paralyze it for one round.

Seed of Power (Su): At 4th level and every three levels after, the Thorn gains a +1 bonus to its caster level whenever it casts certain spells whether in a domain slot or not. Any spell from the Plant domain or any spell with 'Plant' in its name that affects plants only is affected by this ability (at DM's discretion). The Thorn's rebuking level for its Plant domain ability is improved by this number as well.

Animal Companion (Ex): The Thorn gains an animal companion (as a druid) and uses one-half its qualifying divine spellcasting class plus their class levels (only those included in or after this level of the Thorn class) to determine the abilities and qualities of the companion. If the Thorn already has an animal companion, all class levels stack to determine its abilities and qualities instead.

Shroud of the Shalm (Ex): The Thorn gains a +2 sacred bonus to their natural armor. When in natural terrain, the Thorn receives a +8 bonus to Hide even if the terrain doesn't grant concealment or cover.

One with Nature (Ex): The Thorn's type becomes Plant and it gains the Augmented subtype. It gains damage reduction 10/chaotic and has a climb speed equal to its base land speed. It may use tree stride as a spell-like ability once per day (CL equal to class level).

EvilElitest
2007-05-08, 10:21 PM
I like it, nice fluff, nice idea, interesting ablities
from,
EE

Matthew
2007-05-15, 10:57 PM
Yeah, I like this. Not too powerful, not too weak and very flavourful. Nice.

ShneekeyTheLost
2007-05-15, 11:45 PM
Just a word of warning... I don't think you truely appreciate just how powerful the Plant subtype is...

Plant Subtype (http://www.d20srd.org/srd/typesSubtypes.htm#plantType).

Some important points it grants gratis...

Immunity to Mind Affecting
Immunity to Stunning, paralysis, poison, and Polymorph
Immunity to Critical Hits and Sneak Attacks

In particular, the immunity to crits/sneak attacks and Mind Affecting are the powerful ones, although it is nearly the only way to be immune to stunning.

This is powerful, however it is a 10th level ability. I'd say, considering how fairly powered this PrC is, that it fits... but this would make for a very nasty CoDzilla PRC with full spellcasting and wildshape...

Fax Celestis
2007-05-16, 09:59 AM
Just a word of warning... I don't think you truely appreciate just how powerful the Plant subtype is...

Plant Subtype (http://www.d20srd.org/srd/typesSubtypes.htm#plantType).

Some important points it grants gratis...

Immunity to Mind Affecting
Immunity to Stunning, paralysis, poison, and Polymorph
Immunity to Critical Hits and Sneak Attacks

In particular, the immunity to crits/sneak attacks and Mind Affecting are the powerful ones, although it is nearly the only way to be immune to stunning.

This is powerful, however it is a 10th level ability. I'd say, considering how fairly powered this PrC is, that it fits... but this would make for a very nasty CoDzilla PRC with full spellcasting and wildshape...

Immunity to Mind-Affecting is a subset of being a mindless plant, not a plant in general.

Maerok
2007-05-16, 04:52 PM
Anyone looking to use it could axe the whole druid part. I made it for clerics originally and then took a look at it and thought that it should be accessible to druids as well. If you wanted, I think 4th or 10th level would be good for no casting advancement.

The Vorpal Tribble
2007-05-16, 07:39 PM
It's a pretty interesting class though there is just something missing or not quite right I feel. Not sure what...

Magi_Ring_O
2007-05-16, 08:10 PM
I think it should gain proficiency with the club and great club say well as the quarterstaff. Not much of a change, and I know that basically every class can use a club, but a great club is martial and sort of fits.

XtheYeti
2007-05-17, 07:21 AM
This is a good class but it should definitly loose a little power. but i like it quite a bit.
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